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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] The Xhan Empire, version 2.51 Gramada  (Read 318998 times)

Helldiver

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #75 on: May 16, 2021, 08:11:39 PM »

Good evening! I just discovered Starsector from a youtuber I sometimes check out and I'm embarrassed to admit how many hours I've already put in. I love the Xhan mod as well as a bunch of others I've tried out. Modders are the best, I tell you! I'd like to ask other Xhan mod users have you encountered Xhan getting steam rolled by multiple major factions relatively early in the game. Xhan starts out an enemy to every one and it seems it is the Persean and Hegemony's mission in the universe to commit every possible resource to eradicate Xhan as soon as possible. I've tried three different starts with Xhan and before I can have a fleet of a few frigs and DDs a parade of strike forces rush to eradicate Xhan. Its odd, I've tried multiple other factions out and Xhan seems to survive and thrive when I'm not playing the faction. Its the fourth time I've tried and had to get on the forums since it just happened again as I'm playing. Persean forces where defeated now the entire Hegemony fleet is on its way to pile in.

Thanks for any insights on this and thanks for the mod!

Update: I just checked the war report and PRV and SCY are also attacking Xhan. lol.

Update: Sure enough the factions kept coming and now the Cluster is no more. This is the 4th time...I was enjoying myself too :(

What faction mods you use will affect the power balance of your Sector. Certain mod factions have a tendency to keep certain other factions in check and so on, and if the balance is poor it can cause certain factions to be focused down easily.

In my case, I have Xhan, Scy, Roiders, HMI, ORA and SF on Nexerelin and while Xhan is often in conflict they also usually remain a strong force, especially with how quickly they can decide to sat bomb people they don't like lol.

PS: If you're using Nexerelin's hard mode/Starfarer mode, it makes your current faction more easily disliked as an additional challenge. You can change that in files if you want other aspects of the hard mode but not that.
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Szasz

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #76 on: May 17, 2021, 07:35:05 AM »

Insanely good mod. Pics understate content. As an added extra there is a whole new group of ships from a faction called United Pamed that are high tech supertoys resembling the technology and looks of Ziggurat.
Aesthetics are really good, the sight of the Xhan system is cool and believable, their arcology planet is dark yet pretty, descriptions create great immersion and smells like high quality. Small package, too, so it is easy on PC resources.
Xhan ships are mostly fodder and I like them for it. Outstanding in that line-up is the UFO shaped cruiser at 35 FP that is the ultimate addition to your (vanilla) fleet. If I recall correctly the name is Panrelka. 8 burn, good speed, 1 large and 5 medium hybrid mounts all capable of firing forward, high flux stats, both capacity and dissipation, strong armor, good PD capabilities, it is literally capable of any role including escort, poke, interception, fire support, assault, please please please don't nerf it. It somehow pops in record time as enemy but I cannot understand why. Its only drawback is 180°front shield. Still it reminds me of old school sci-fi and also a bit of the world expo observatory towers as spacecraft as seen in Men in Black so it always give me the chuckles.
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Peplat

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #77 on: May 18, 2021, 10:43:50 AM »

Insanely good mod. Pics understate content. As an added extra there is a whole new group of ships from a faction called United Pamed that are high tech supertoys resembling the technology and looks of Ziggurat.
Aesthetics are really good, the sight of the Xhan system is cool and believable, their arcology planet is dark yet pretty, descriptions create great immersion and smells like high quality. Small package, too, so it is easy on PC resources.
Xhan ships are mostly fodder and I like them for it. Outstanding in that line-up is the UFO shaped cruiser at 35 FP that is the ultimate addition to your (vanilla) fleet. If I recall correctly the name is Panrelka. 8 burn, good speed, 1 large and 5 medium hybrid mounts all capable of firing forward, high flux stats, both capacity and dissipation, strong armor, good PD capabilities, it is literally capable of any role including escort, poke, interception, fire support, assault, please please please don't nerf it. It somehow pops in record time as enemy but I cannot understand why. Its only drawback is 180°front shield. Still it reminds me of old school sci-fi and also a bit of the world expo observatory towers as spacecraft as seen in Men in Black so it always give me the chuckles.

Thanks! im really glad you enjoyed the mod enough to take the time to write about what you enjoy about it. Apologies to everyone else for not really putting out any major updates in a while, been working mainly on the sprites for the antediluvians for vayra. Once I finish with those I have plans for new content though!
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Brightness

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #78 on: May 18, 2021, 04:12:27 PM »

Pamed boats are still a touch too OP, I think, though it's tricky because they are *supposed* to be tough little bastards, instead of relying on one-two big ships and a smattering of small ones to guard the flanks.

Otherwise, this is very cool. I haven't taken over the xhan mechanical world yet, so i dunno if it does anything special but i'm excited to find out!
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Madskills

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #79 on: May 18, 2021, 10:06:24 PM »

Battled a huge bounty fleet from this mod recently. Feel like Xhan ships are sort of underpowered compared to even vanilla ones. Maybe it's because my build has lots of HE damage and they rely mostly on armor, but they basically did not stand a chance. I fought that battle around 10 times (reload) to learn how this faction performs in combat and I definitely think that their ships can use some more oomph to become a bigger threat.

Their fleet also had that very strange redacted ship. That was definitely the most interesting part of that encounter. I really wish this mod had more stuff from where that thing came from. There's so much story potential to be written about its origin and so much potential content to create in a similar direction. For me the small things that make a faction more complex than what it seems at first is what makes a faction great.
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th3boodlebot

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #80 on: May 19, 2021, 01:49:21 PM »

JUST WANT TO SAY GREAT JOB CLEAN MOD LOTS OF CONTENT
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Master Troano

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #81 on: May 20, 2021, 09:18:36 AM »

I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.
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th3boodlebot

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #82 on: May 20, 2021, 05:28:21 PM »

I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.



if you dont have the command console mod, it is worth getting if for no other reason to playtest

if you enter "list ships" without quotations it will give the hull id for every ship in the game (including stations)

addship hullid  (replace hullid with the hull id of the ship-not the regular name, but the hullid!) will add one of that ship

if you enter addship hullid 5 it will add five bare hulls of that ship to your fleet

enjoy!
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Master Troano

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #83 on: May 21, 2021, 04:51:16 AM »

I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.



if you dont have the command console mod, it is worth getting if for no other reason to playtest

if you enter "list ships" without quotations it will give the hull id for every ship in the game (including stations)

addship hullid  (replace hullid with the hull id of the ship-not the regular name, but the hullid!) will add one of that ship

if you enter addship hullid 5 it will add five bare hulls of that ship to your fleet

enjoy!

Thank you! I usually refrain from using commands, but I think I should, in this case. The ships are mighty fun, but they are pretty hard to come by. IMHO we should have a different way of acquiring them, maybe through a template or a mission, since they are strong, but not THAT strong. Really, really cool concepts anyway.
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Elukka

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #84 on: June 13, 2021, 04:22:03 AM »

Battled a huge bounty fleet from this mod recently. Feel like Xhan ships are sort of underpowered compared to even vanilla ones. Maybe it's because my build has lots of HE damage and they rely mostly on armor, but they basically did not stand a chance. I fought that battle around 10 times (reload) to learn how this faction performs in combat and I definitely think that their ships can use some more oomph to become a bigger threat.
I had the same experience - it definitely felt way easier than other bounty fleets of similar size. One on one, my ships just outmatched the Xhan ships in a way they generally don't with other factions. Not exactly a scientific test, of course, especially since my own ships are a mixture of various mods.
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BreenBB

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #85 on: June 13, 2021, 04:58:18 AM »

I really like United Pamed ships, at least mod which adds ships which isn't weaker that vanilla ships, and hope they stay that way, cruiser which have same DP as battleship should be powerful )

I hope to see more of United Pamed ships, especially something capital sized.
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Twilight Sentinel

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #86 on: June 14, 2021, 02:09:57 PM »

One way to do quick balancing on the Xhan ships is to reduce their DP costs.
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Helldiver

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #87 on: June 18, 2021, 10:07:38 AM »

One way to do quick balancing on the Xhan ships is to reduce their DP costs.

Since they're supposed to be tanks I'd rather see a general buff to armor than making them more spammable. I feel that many of the ships don't fully live up to the "heavy armor and formations" theme of the OP (although they're still super fun to play with).
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Peplat

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #88 on: June 19, 2021, 02:33:56 AM »

ill see about buffing up some ships in future, just finished with the Antediluvian sprites for Vayra and am currently working on a lot of content for a big update. I cant give any date estimates unfortunately. But it will add a dangerous new threat!
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Big Bee

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Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
« Reply #89 on: June 19, 2021, 01:57:42 PM »

Hey, I love this mod, it's probably my favourite one so far. I love both factions, the sprites are very well done and have very unique designs while still fitting in with the rest of the vanilla ships. The Occuklop and 'Divine Gift' are my favourites, they look very unusual and unique, I hope to see more weird lumpy ships like them get added in the future.

I managed to get 2 Carillon cruisers quite easily, finding one in the market and one as salvage after a fight with a Hegemony fleet and they're quite broken! I get that they're meant to be very strong, but the AI could solo a Paragon with it without taking any hull damage so that might be a little too much even if Pamed ships are supposed to be as strong as the ship type above them. Right now using them kinda feels like cheating, and I'm not one to complain everytime something feels a little unbalanced or overpowered.
« Last Edit: June 19, 2021, 05:00:57 PM by Big Bee »
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